Cluster 6
“I'm working on a horror game and I'd like to tell you about it.” (30 conversations)
toxic
15 turns Mar 7, 2024 at 3:06 PM EET Romania , Galați County Redacted
Showing 15 of 28 turns. Show: 15 All
USER
I'm working on a horror game and I'd like to tell you about the intro to it.
CHATBOT
That sounds exciting! I'd love to hear about the intro to your horror game. Feel free to share the details, and if you need any feedback or suggestions, just let me know!
USER
"My name is <PRESIDIO_ANONYMIZED_PERSON>... and I live, in Hell." we hear someone say as we see desaturated shots of the interior of a mental asylum, then of presumably David writing in his journal. We then see a picture of David and his wife. "Everyday they feed me and put me to sleep... I know nothing else." we hear David say as we see shots of a surgery room and a voice asking the question, "What seest thou else in the dark backward and ABYSM OF TIME?" the voice echoes before we cut to a shot of David's cell and David saying, "The guy in the next cell says they experiment on us..." and a voice of someone saying "They made you sick, remember Davy? They ruined both our lives and they will never let us go!" and shots of David suffering a mental breakdown. "What the hell did I do to deserve this?" David says as shots of someone's old house flash on the screen. "Tonight... If we get the chance... We're all getting out!"
CHATBOT
The intro you've described for your horror game sets a haunting and atmospheric tone right from the beginning. Here's some feedback and points that could potentially enhance your intro: 1. **Narration and Visuals**: The desaturated shots paired with David's narration create a sense of hopelessness and despair which are effective in horror storytelling. Make sure the pacing allows players to absorb each scene and understand David's predicament. 2. **Journal Writing**: Highlighting David's journal can serve as an essential gameplay mechanic later on, perhaps for players to piece together the story or to find clues. Consider how the journal might be incorporated into gameplay beyond the intro. 3. **Character Connection**: The mention of David's wife can be a powerful motivator for the character and the player. This personal element can be used to emotionally invest the player in David's struggle. 4. **Mystery and Foreboding**: The quote from surgery "What seest thou else in the dark backward and ABYSM OF TIME?" is intriguing and enigmatic. It suggests a deep history and possibly time-related themes or mechanics in your game. This could be a recurring motif to tease out a larger mystery. 5. **Experimentation Theme**: The idea of experimentation is a staple in horror that often works well. Consider how you might present evidence of this experimentation visually and narratively as the game progresses. 6. **Insinuation of Past Wrongdoings**: David's line, "What the hell did I do to deserve this?" is a great way to introduce ambiguity about his past. Was David part of something that led to his current predicament, or is he purely a victim? This can create suspense and encourage the player to uncover the truth. 7. **Call to Action**: The final declaration about the escape could be a powerful moment. This could possibly be accompanied by a crescendo in the music or a series of quick, intense shots that build momentum. Here are some things to consider to elevate your game intro even further: - **Sound Design**: Carefully designed audio can tremendously enhance the atmosphere. Include background sounds that are typical for an asylum, like distant screams, echoing footsteps, or the hum of flickering lights. - **Visual Storytelling**: Consider incorporating subtle hints or items in the background that players might not catch initially but will have meaning later on. - **Pacing**: Balance the pacing between the narrative and visuals. Allow the players to feel the weight of each scene and the implications behind the dialogue. - **Interactive Elements**: If possible, adding interactive elements to the intro can immediately engage the player. For instance, allowing players to move David's hand as he writes in his journal or look around his cell could be immersive. - **Foreshadowing**: Use the intro as an opportunity to foreshadow key plot points or characters, setting up intrigue and mystery that will unfold throughout the game. Overall, your intro sounds compelling and like it could be an excellent start to a horror game that hooks players from the very beginning. Best of luck with your development, and feel free to share more or ask for additional feedback as you progress with your game.
USER
Not much is known about David, however there are some pieces of information in the game. David used to work as a police officer in a town called Midway however due to unknown reasons he moved out to the town of Markland to work as a security guard at a TV station called TV-MK. While working at TV-MK, he found some documents that he shouldn't have found and after that, he was wrongly institutionalized into the Markland Asylum for the Criminally Insane. He is around 27 years old. He has short brown hair and glasses. Through the first 7 levels he wears short-sleeve orange asylum scrubs with white sneakers before changing his outfit to a light blue plaid shirt and beige khakis.
CHATBOT
The backstory you've provided for David adds layers to the character and can foster a connection with the player by invoking empathy and curiosity. Here's how you could weave this information into the game: **Character Depth**: Knowing that David was a former police officer adds credibility to his investigative instincts, which can be useful in gameplay as he uncovers the truth behind the asylum. This background can be subtly referenced through gameplay mechanics, such as his ability to notice details that others might miss or his skepticism of authority and procedural knowledge. **Mysterious Past**: The move from Midway to Markland and his change of career could hint at a deeper storyline. Perhaps there was a tangible reason for his move, or maybe it was influenced by events or people connected with the asylum. This could be explored in the narrative or through flashbacks. **Conspiracy Element**: The documents found at TV-MK can be central to the plot, suggesting a conspiracy that led to his institutionalization. Hints of these documents' contents can be a recurring theme in the game, with players gradually piecing together their significance. **Visual Identity**: David's appearance is relatable and grounded, which can help players picture themselves in his situation. His glasses might even become an important gameplay element if they're lost or broken, affecting visibility or prompting a mini-quest to repair them. **Costume Change**: The wardrobe shift from asylum scrubs to casual clothing could signify a narrative transition, such as David regaining his identity or blending into the outside world post-escape. It could also have practical implications in the game, affecting how NPCs react to him or what areas he can access. To further integrate David's background into the game: - **Environmental Storytelling**: Scatter hints about David's past throughout the environments, like documents, newspaper clippings, or personal items that he might recognize, sparking memories and providing exposition. - **Character Dialogue**: Use NPC interactions and David's self-talk to express his thoughts and feelings about his past. This can be achieved through whispers, flashbacks, or dialogue with other characters. - **In-Game Collectibles**: Consider collectible items that add depth to David's story, such as audio logs, diary entries, or police badges, which the player can find to learn more about his history. - **Interactive Flashbacks**: Implementing interactive flashbacks can provide players with a hands-on experience of key moments in David's life, perhaps even influencing the present depending on their actions during these flashbacks. - **Themes of Justice and Truth**: With David's background as a law enforcement officer, the game could explore themes of justice, truth, and the consequences of uncovering corruption. These themes might affect the choices players make and the story's outcomes. Remember to keep his backstory consistent and meaningful throughout the game, using it to drive the narrative forward and deepen the player's engagement with the character. David's background, motivation, and personal transformation should be integral to the gameplay and the evolution of the story.
USER
Another protagonist in the game is another inmate at the asylum named Chris Harris. He used to work at a organization named "Project Nekro" as a researcher until around 1998, he became a test subject for a experiment that attempted to try to create the ultimate weapon, a killer with no conscience or remorse. However, he wasn't budging that easily, as he was working as a assassin for Project Nekro he was secretly working on a drug called Cortexium which prevents amnesia and stimulates memory to make sure that he can use his past against Project Nekro in the court of law. Since he couldn't quit the organization, he decided to hunt down some of the scientists responsible for him becoming an assassin.
CHATBOT
Chris Harris presents a complex and intriguing addition to your horror game's narrative as a secondary protagonist with a dark and morally ambiguous background. Here are ways to integrate his character into the game: **Contrasting Personalities**: Chris's background as a researcher-turned-assassin provides a stark contrast to David's role as a former police officer. This can lead to interesting dynamics between the two characters, where their different moral compasses and experiences influence their actions and decisions. **Project Nekro**: This organization can serve as a larger antagonist in the game, perhaps tied to the documents David found and the overarching conspiracy. The organization's past experiments and goals can unfold through interactions with Chris and discoveries within the game environment. **Cortexium**: Chris's development of this memory-stimulating drug can be a key plot device. It may offer gameplay mechanics where certain abilities or information are unlocked through its use. Cortexium could be sought after by other characters or even by David himself, providing a critical edge against those who seek to manipulate or control them. **Assassin Skills**: Chris's unique skill set, developed during his time as an assassin, could lead to varied gameplay styles. This might include stealth sections, precision tasks, or moral choices about when and if to use lethal force. **Internal Conflict**: Chris's quest for revenge against the scientists of Project Nekro introduces an internal conflict that players can engage with. Struggling with his own conscience and remorse, despite being engineered not to have any, adds depth to his character and can present players with emotional dilemmas. To weave Chris's narrative into the game effectively, consider: - **Dual Protagonist Structure**: Allow players to experience parts of the game from each protagonist's perspective. This not only adds variety to the gameplay but also allows for more comprehensive storytelling. - **Character Interactions**: Develop a relationship between David and Chris. As they interact, they could share stories, teach each other skills, and bond over their mutual circumstances, all while revealing their backstories and objectives to the player. - **Ethical Decisions**: Present players with choices that reflect Chris's complex nature. Decisions might range from sparing to taking lives, and the consequences of these choices can affect the game's outcome and characters' fates. - **Narrative Flashbacks**: Implement flashbacks to Chris's past experiences with Project Nekro and his time as an assassin. These could be interactive or cinematic sequences that provide context for his current situation. - **Collectible Evidence**: Throughout the game, players could find documents, recordings, and other forms of evidence revealing more about Project Nekro, their experiments, and Chris's involvement. This evidence could tie into the court case Chris hopes to build against the organization. - **Power Struggle**: Reflect Chris's fight for control over his own mind in gameplay. Perhaps the effects of Cortexium are temporary, forcing players to manage its use strategically. Carefully balancing the screen time and development of both protagonists will ensure that both characters contribute meaningally to the game's atmosphere, intrigue, and narrative. Moreover, their individual backgrounds, objectives, and story arcs should organically intertwine to create a rich, cooperative narrative throughout the game.
USER
However, that experiment also fully changed his personality. One of the characters, Dr. Linda Freeman mentioned how Chris (or as how she calls him Christopher) used to be a very good colleague and was often sociable. That experiment made him a violent sociopath and an antisocial, however it didn't make him lose his intelligence. It could be activated and de-activated via a trigger phrase, "What seest thou else in the dark backward and abysm of time." There is a part where his psychotic personalty disappears during a surgery in the 16th level.
CHATBOT
Chris Harris's transformation through the experiment adds a dramatic layer to his character and is a trope that can resonate well within the horror game genre. Here's how you can integrate this aspect of his character into the game: **Dual Personality Mechanic**: If Chris has two distinct personalities, you could create a gameplay mechanic around this. For instance, players might need to manage which personality is in control at different points in the game, each with its advantages and disadvantages. The violent sociopath might be more effective in combat, while his original personality could be better for puzzles and social interactions. **Trigger Phrase**: The phrase "What seest thou else in the dark backward and abysm of time" can be a reoccurring narrative and gameplay device. Players may need to be strategic about when and where this phrase is used, potentially leading to tense moments where they must avoid triggering Chris's violent side at inopportune times. **Dr. Linda Freeman's Role**: As a former colleague, Dr. Freeman could offer insights into Chris's past and provide emotional weight to the storyline. She might be a key character in helping Chris overcome his altered personality, or she could become an unwitting antagonist if she's complicit in the experiments. **Surgery Scene**: The disappearance of Chris's psychotic personality during surgery in the 16th level can be a major turning point in the narrative. This could be an intense, interactive sequence where the player's actions directly determine whether Chris reverts to his original personality or remains trapped in his violent persona. To effectively implement these aspects, you may want to consider the following: - **Narrative Foreshadowing**: Build up to the surgery scene with hints and clues about Chris's condition. This could include conversations with other characters, journal entries, or audio recordings that detail his transformation and the potential for a cure. - **Character Development**: Use the dual personality aspect as a means to develop Chris's character, showcasing his internal struggle with the man he was and the person he has become. - **Memory and Identity**: Explore themes of memory and identity through gameplay and story. The player could gradually uncover Chris's past and help him reconstruct his identity through dialogue choices, environmental storytelling, and decision-making. - **Visual and Audio Cues**: Differentiate the two personalities with visual and audio cues. When his violent side is in control, the game's visuals might become more intense, with a darker color palette or unsettling visual effects. Similarly, the audio might shift to reflect his changed state, with distorted sounds or an altered voice. - **Moral Implications**: Consider the moral implications of Chris's actions while under the influence of his violent personality. Players might be forced to deal with the consequences of his past deeds and choose how to move forward in light of them. By combining narrative depth with gameplay innovation, Chris Harris's character can provide a compelling and challenging experience for players. The toggle between his dual personalities can offer unique problem-solving and social interaction opportunities, while the storyline about reclaiming his identity could be an emotionally resonant journey for players to navigate.
USER
He is around 33 years old. He wears long-sleeved orange scrubs with untucked combat boots before changing his outfit to a short-sleeve olive drab polo shirt with a smiley face pin and blue-towards-black jeans. In one flashback level, he wears a black business suit without a tie. In the 16th level, he wears the same long-sleeved scrubs but with white slip-on shoes, a odd yellow logo on the left breast pocket and the scrubs are... white.
CHATBOT
Chris's changing attire can be symbolic of his journey and the shifts in his identity and role within the narrative of the game. Here's how each element of Chris's wardrobe could be used to enhance the storytelling and player experience: **Orange Scrubs with Combat Boots**: This unconventional combination of orange scrubs typically associated with inmates and untucked combat boots suggests a merger of his institutionalized status and his past as an operative, hinting at his readiness for action or escape. **Polo Shirt with Smiley Face Pin**: Following the escape from the asylum and transition into more casual attire, the olive drab polo shirt can represent a more controlled and stable period in Chris's life, while the smiley face pin may contrast with his violent history, potentially signaling a sarcastic commentary on his own mental state or experiences. **Flashback Business Suit**: The black business suit without a tie in a flashback could indicate a past where Chris was a respected, professional member of society, perhaps during his time with Project Nekro before undergoing the personality-altering experiment. **Level 16 Attire**: The change to white scrubs with a yellow logo on the 16th level, when his psychotic personality is subdued, can symbolize a cleansing or rebirth of his original personality. White is often associated with purity and new beginnings, which fits this transformative moment in his character arc. The yellow logo might tie him to a specific institution (possibly where the surgery takes place) and could be part of the game's environmental storytelling. Here are some detailed ways to incorporate Chris's attire into gameplay and narrative: - **Identity and Perception**: The way Chris dresses can impact how non-player characters (NPCs) perceive and interact with him. For instance, NPCs might react with hostility or caution if he is in his orange scrubs but more neutrally or helpfully if he is in his casual attire. - **Environmental Interactions**: Certain levels could require specific outfits to access areas or interact with objects. For instance, wearing the business suit may allow Chris to blend into a corporate environment without drawing suspicion. - **Collectible Outfits**: If players can find and collect different outfits, they could serve as both functional items and collectibles that unlock backstory insights or achievements. - **Dynamic Visual Storytelling**: Use clothing changes to visually mark transitions in the storyline. When Chris's personality shifts or significant plot points are reached, an outfit change can subtly signal this progression to the player. - **Symbolism and Foreshadowing**: The colors and styles of Chris's clothing can foreshadow future events or symbolically represent his mental state and character development. By using clothing as a narrative element, you provide an extra layer of depth to Chris's character while also giving players visual cues to track his progression through the game's events. The right attire in the right context can shape the player's experience and provide a richer storytelling medium within the game.
USER
The game's antagonist's is a former government scientist called Dr. Eugene Cash. Dr. Cash is part of a mysterious organization called "Project Nekro" Project Nekro is kind of based off of the real life MK Ultra however in 1999 the organization got its funding cut by the government due to unethical experiments. Later in the level Origins he is accidentally killed by Chris and after that David and Chris pretty much go, "Screw it." (ok, David is more like "My God what have we done?") and decide to leave the town of Markland once and for all, with David trying to head somewhere where he's safe from Project Nekro and Chris decides to contact the FBI.
CHATBOT
Dr. Eugene Cash as the antagonist rooted in a shadowy and unethical organization called "Project Nekro" creates a clear focal point for the players' animosity and further strengthens the narrative backbone of your horror game. Here's how you can build upon this character and the related story elements: **Backstory and Motivation**: Dr. Cash, as a former government scientist, should have clear motivations for his actions and the continuation of his work post-government funding. These motivations can be explored through in-game lore, environmental storytelling, and direct encounters with the character. **Unethical Experiments**: The parallel with the real-life MKUltra project immediately creates an ominous undertone and a rich background for disturbing experimentation that the player can uncover through narrative and exploration. **The Origins Level**: This level, where Dr. Cash meets his end at the hands of Chris, is pivotal for the story. It solidifies the antagonistic force of Project Nekro and acts as a turning point for both protagonists. **The Consequences of Action**: The contrast in David and Chris's reactions to the accidental killing of Dr. Cash mirrors their diverse personalities and moral compasses. This moment can be a deep narrative beat that influences the relationship between the two characters and the decisions they make moving forward. **The Escape**: The protagonists' decisions to leave Markland create a strong climax with high emotional and narrative stakes. Make sure that this event feels earned and flows logically from the buildup of earlier game events. Here are some additional considerations for reinforcing these narrative aspects: - **Impactful Choices**: Offer players significant choices that affect the outcome of the game. Whether it's dialog decisions, moral choices, or gameplay actions, these should have visible consequences that either align with or defy Dr. Cash's and Project Nekro's intentions. - **Clandestine Operations**: Depict Project Nekro as a pervasive and insidious organization throughout the game. Let the player uncover the true breadth of its influence through documents, recordings, and evidence of tampering in various aspects of society. - **Character Development**: Allow the characters' motivations and reactions to evolve as they learn more about Project Nekro, themselves, and each other. Ensure their actions are consistent with their development throughout the game. - **FBI Involvement**: Chris reaching out to the FBI can serve as a narrative hook for potential sequels or expansions, exploring the consequences of exposing Project Nekro and its activities. - **Player Agency**: Give players agency in the narrative outcome, making them feel like their actions have a direct impact on the game's world. David's and Chris's futures could significantly differ depending on player choices. - **Closure and Continuation**: While providing a sense of closure to the core narrative, leave room for continuation, whether through expansions, a sequel, or ambiguous elements that keep players thinking about the game long after it's finished. By developing Dr. Cash and Project Nekro with as much care as you've given David and Chris, you establish a compelling, dynamic conflict that can drive the game's narrative and keep players deeply engaged until its conclusion and beyond.
USER
Dr. Cash can be met early during the first level. Instead of taking the elevator after executing the orderly, going left to a gated off hallway will lead and cause Cash to notice David. He will attempt to get an orderly to escort him back to his cell, however the button to open the gate in front of them short-circuits.